It's not displaced...it's just that the framebuffer doesn't fit on screen. The origin is in the lower left corner and your buffer has a size of 897 while your screen can only display 720 pixels. I'm not sure why it fits when you don't render to texture...maybe you are using a different buffer size then? Anyway, i really don't think that using a framebuffer of that size will take you anywhere. Get a device with a much lower resolution and you'll see, what i mean...

About the offset: As the docs state, the offset has be in normalized coordinates, i.e. a value of 1 or higher will shift the while scene out of view.

maybe you are using a different buffer size then? Anyway, i really don't think that using a framebuffer of that size will take you anywhere. Get a device with a much lower resolution and you'll see, what i mean...

No, I'm using the same buffer size... and I did try in a smaller device and the problem gets worse indeed. I'm baffled as to how to find a solution. Because if I use a smaller buffer size (i.e. 960x720, for a 4:3 ratio), I get only a portion of the screen rendered and the plane gets smaller (although ONLY after rendering to texture, even using a 640x480 resolution works perfectly without that step, which keeps me puzzled). And using the whole screen resolution (1196x720) results in objects being deformed (due to the camera being 4:3 and thus the marker based on those proportions?).

I tried using the normalized values for the offsets, it does fix the problem in the display buffer although not for the texture. It does help moving further though. I will keep investigating.

If I set a vertical offset I get the plane rendered where it should be. But in the texture, it's rendered without the offset. (I can see this after applying the shader, which "crops" the rendering outside that plane).

I'm still pretty sure that it's wrong even without the render target when not doing this step. It just works "by accident", i just can't remember why anymore. Anyway, adding that part would be a nice addition IMHO.

I have no problem adding it, I just fear users will then complain about not getting the proper results. I can add it as an "if" section in case anyone encounters any of these problems, is that okay? Also, they would need the build you provided me with. Should I link directly to that version?

I have no problem adding it, I just fear users will then complain about not getting the proper results. I can add it as an "if" section in case anyone encounters any of these problems, is that okay? Also, they would need the build you provided me with. Should I link directly to that version?

Yes, adding it as an "if" section shoulds good. And yes, just link to the beta. I'll fix that once the beta is final, which won't happen very soon.